-- Race Stats
g_Name = "Humans"
g_PowerLevel = 1

-- Collision Types
function Building_Collision_2x2(buildingId)
	SetBuildingCollisionSize(buildingId, 2, 2);
	SetBuildingCollision(buildingId, 1, 1);
	SetBuildingCollision(buildingId, 1, 2);
	SetBuildingCollision(buildingId, 2, 1);
	SetBuildingCollision(buildingId, 2, 2);
end

-- Buildings
function Townhall(lvl)
	local data = {}
	data.type = "building"
	data.model = "footman.png"
	data.hp = 50 + lvl * 25
	data.collision = "Building_Collision_2x2"
	return data
end

-- Projectiles
function Arrow(lvl)
	local data = {}
	data.type = "projectile"
	data.model = "footman.png"
	data.speed = 5.0
	data.flightTime = 3.0
	data.dmg = 10.0 + lvl * 2.0
	data.areaOfEffect = 0.0
	return data
end

-- Units
function Peasant(lvl)
	local data = {}
	data.type = "unit"
	data.model = "footman.png"
	data.hp = 10 + lvl * 5
	data.speed = 50.0
	data.size = 2.0
	return data
end

function Footman(lvl)
	local data = {}
	data.type = "unit"
	data.model = "footman.png"
	data.hp = 50 + lvl * 25
	data.speed = 10.0
	data.size = 2.0
	return data
end

function Archer(lvl)
	local data = {}
	data.type = "unit"
	data.model = "footman.png"
	data.hp = 50 + lvl * 25
	data.speed = 10.0
	data.size = 2.0
	return data
end

-- callbacks
function Callback_On_Update()
	--print("Updating Empire!")
end
